mcserver/source/cInventory.h

95 lines
2.5 KiB
C++

#pragma once
#include "cWindowOwner.h"
namespace Json
{
class Value;
};
class cItem;
class cClientHandle;
class cPlayer;
class cInventory //tolua_export
: public cWindowOwner
{ //tolua_export
public:
cInventory(cPlayer* a_Owner);
~cInventory();
void Clear(); //tolua_export
cItem* GetSlotsForType( int a_Type );
int GetSlotCountForType( int a_Type );
bool AddItem( cItem & a_Item ); //tolua_export
bool RemoveItem( cItem & a_Item ); //tolua_export
void SaveToJson(Json::Value & a_Value);
bool LoadFromJson(Json::Value & a_Value);
void SendWholeInventory( cClientHandle* a_Client );
void SendWholeInventoryToAll(void);
cItem* GetSlot( int a_SlotNum ); //tolua_export
cItem* GetSlots() const { return m_Slots; }
cItem* GetFromHotBar( int a_SlotNum ); //tolua_export
cItem & GetEquippedItem(void); //tolua_export
const cItem & GetEquippedItem(void) const;
void SetEquippedSlot( int a_SlotNum ); //tolua_export
short GetEquippedSlot() { return m_EquippedSlot; } //tolua_export
virtual void Clicked(short a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_HeldItem) = 0;
void SendSlot( int a_SlotNum ); //tolua_export
/// Returns how many items of the specified type would fit into the slot range specified
int HowManyCanFit(short a_ItemType, short a_ItemDamage, int a_BeginSlot, int a_EndSlot);
/// Moves items, fitting them into the slot range specified, up to a_Count items. Returns the number of items moved
int MoveItem(short a_ItemType, short a_ItemDamage, int a_Count, int a_BeginSlot, int a_EndSlot);
static const unsigned int c_NumSlots = 45;
static const unsigned int c_MainSlots = 27;
static const unsigned int c_HotSlots = 9;
static const unsigned int c_CraftSlots = 4;
static const unsigned int c_ArmorSlots = 4;
static const unsigned int c_CraftOffset = 0;
static const unsigned int c_ArmorOffset = 5;
static const unsigned int c_MainOffset = 9;
static const unsigned int c_HotOffset = 36;
protected:
bool AddToBar( cItem & a_Item, const int a_Offset, const int a_Size, bool* a_bChangedSlots, int a_Mode = 0 );
cItem* m_Slots;
cItem* m_MainSlots;
cItem* m_CraftSlots;
cItem* m_ArmorSlots;
cItem* m_HotSlots;
cItem* m_EquippedItem;
short m_EquippedSlot;
cPlayer* m_Owner;
// cWindowOwner override:
virtual void GetBlockPos(int & a_BlockX, int & a_BlockY, int & a_BlockZ) override {} // UNUSED for an inventory
}; //tolua_export